374 lines
13 KiB
TypeScript
374 lines
13 KiB
TypeScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import { webcrypto } from 'node:crypto';
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import { readFileSync, readdirSync } from 'node:fs';
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import { DatabaseSync } from 'node:sqlite';
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import { runInNewContext } from 'node:vm';
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import ts from 'typescript';
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import * as engine from '../game/engine';
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import * as bots from '../game/bots';
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import { baseDeck } from '../game/cards';
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import { createStrongholdCards } from '../game/stronghold-cards';
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import type * as Rooms from '../db/rooms';
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/** Execute the production room module and SQL, with a hook immediately before its CAS. */
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function unitStore(runBots = bots.runBots) {
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const sqlite = new DatabaseSync(':memory:');
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const hooks: { beforeWrite?: () => Promise<void> } = {};
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const writes: { expected: number; changes: number }[] = [];
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for (const file of readdirSync(new URL('../drizzle/', import.meta.url))
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.filter((f) => f.endsWith('.sql'))
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.sort())
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sqlite.exec(
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readFileSync(new URL('../drizzle/' + file, import.meta.url), 'utf8'),
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);
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class Statement {
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values: (string | number | null)[] = [];
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constructor(readonly sql: string) {}
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bind(...values: (string | number | null)[]) {
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this.values = values;
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return this;
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}
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async first() {
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return sqlite.prepare(this.sql).get(...this.values) ?? null;
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}
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async run() {
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const continuation = this.sql.startsWith('UPDATE rooms SET state');
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if (continuation) await hooks.beforeWrite?.();
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const changes = Number(
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sqlite.prepare(this.sql).run(...this.values).changes,
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);
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if (continuation)
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writes.push({ expected: Number(this.values[3]), changes });
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return { meta: { changes } };
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}
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}
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const database = {
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prepare: (sql: string) => new Statement(sql),
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batch: async (statements: Statement[]) => {
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sqlite.exec('BEGIN');
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try {
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const results = [];
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for (const statement of statements) results.push(await statement.run());
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sqlite.exec('COMMIT');
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return results;
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} catch (error) {
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sqlite.exec('ROLLBACK');
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throw error;
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}
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},
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};
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function loadRooms() {
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const exports = {};
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runInNewContext(
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ts.transpileModule(
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readFileSync(new URL('../db/rooms.ts', import.meta.url), 'utf8'),
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{
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compilerOptions: {
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module: ts.ModuleKind.CommonJS,
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target: ts.ScriptTarget.ES2022,
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},
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},
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).outputText,
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{
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exports,
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crypto: webcrypto,
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TextEncoder,
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structuredClone,
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// Keep persisted JSON values in the test realm for strict structural assertions.
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JSON,
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require: (name: string) => {
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if (name === 'cloudflare:workers') return { env: { DB: database } };
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if (name === '@/game/engine') return engine;
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if (name === '@/game/bots') return { ...bots, runBots };
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throw new Error('Unexpected module ' + name);
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},
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},
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);
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return exports as typeof Rooms;
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}
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return { rooms: loadRooms(), restart: loadRooms, sqlite, hooks, writes };
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}
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const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
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const player = (g: engine.Game, id: string) =>
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g.players.find((p) => p.id === id)!;
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const clone = (g: engine.Game): engine.Game => JSON.parse(JSON.stringify(g));
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/** Stage only a conserved end-Collection position in private in-memory SQLite.
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* Every readiness action, authentication, projection and CAS uses production code. */
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async function fixture(advanced = true, joint = true) {
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const store = unitStore();
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const host = await store.rooms.createRoom('Ecaz', 'harkonnen', false, []);
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const code = host.view.code;
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const ally = await store.rooms.joinRoom(code, 'Ally', 'atreides');
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const rival = await store.rooms.joinRoom(code, 'Rival', 'emperor');
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const bg = await store.rooms.joinRoom(code, 'Predictor', 'beneGesserit');
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const tokens = [host.token, ally.token!, rival.token!, bg.token!];
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const auths = await Promise.all(
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tokens.map((t) => store.rooms.authenticate(code, t)),
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);
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const g = await store.rooms.readRoom(code);
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g.players[0] = engine.newPlayer(auths[0].playerId, 'Ecaz', 'ecaz');
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Object.assign(g, {
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status: 'playing',
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phase: 7,
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turn: 2,
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storm: 18,
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advanced,
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expansions: ['ecaz'],
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order: auths.map((a) => a.playerId),
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ready: [],
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active: null,
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response: null,
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decision: null,
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phaseOpening: null,
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deck: baseDeck(),
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discard: [],
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});
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for (const p of g.players)
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Object.assign(p, {
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forces: {},
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reserves: 20,
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tanks: 0,
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spice: 20,
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hand: [g.deck.shift()!],
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traitors: [p.leaders[0].id],
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traitorChoices: [],
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});
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g.players[0].ally = g.players[1].id;
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g.players[1].ally = g.players[0].id;
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const keys = ['arrakeen:10', 'carthag:11', 'sietch_tabr:14'];
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for (const [index, p] of g.players.slice(0, 2).entries()) {
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const locations = index === 1 && !joint ? keys.slice(0, 2) : keys;
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p.forces = Object.fromEntries(locations.map((k) => [k, 1]));
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p.reserves -= locations.length;
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}
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g.players[3].prediction = { faction: 'ecaz', turn: 3 };
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if (advanced) g.strongholdCards = createStrongholdCards();
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const save = (state: engine.Game) =>
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store.sqlite
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.prepare('UPDATE rooms SET state = ?, version = ? WHERE code = ?')
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.run(JSON.stringify(state), state.version, code);
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save(g);
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store.writes.length = 0;
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return { ...store, code, tokens, auths, initial: g, save };
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}
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type Fixture = Awaited<ReturnType<typeof fixture>>;
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async function refresh(f: Fixture) {
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f.rooms = f.restart();
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const auths = await Promise.all(
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f.tokens.map((t) => f.rooms.authenticate(f.code, t)),
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);
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assert.deepEqual(
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auths.map((a) => a.playerId),
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f.auths.map((a) => a.playerId),
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);
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assert.ok(auths.every((a, i) => a.tokenHash === f.auths[i].tokenHash));
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return f.rooms.readRoom(f.code);
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}
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async function prepareFinalReady(f: Fixture) {
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for (const auth of f.auths.slice(0, -1)) {
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const current = await f.rooms.readRoom(f.code);
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await f.rooms.act(f.code, auth, current.version, { type: 'ready' }, clock);
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}
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const before = await refresh(f);
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assert.equal(before.phase, 7);
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assert.equal(before.status, 'playing');
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assert.deepEqual(
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before.ready,
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f.auths.slice(0, -1).map((a) => a.playerId),
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);
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return before;
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}
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function conserved(g: engine.Game) {
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for (const p of g.players)
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assert.equal(
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p.reserves + p.tanks + Object.values(p.forces).reduce((a, b) => a + b, 0),
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20,
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);
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const cards = [...g.deck, ...g.discard, ...g.players.flatMap((p) => p.hand)];
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assert.equal(cards.length, baseDeck().length);
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assert.equal(new Set(cards.map((c) => c.id)).size, cards.length);
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}
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async function assertPrivateViews(f: Fixture, g: engine.Game) {
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const views = await Promise.all(
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f.auths.map((a) => f.rooms.readSeatView(f.code, a)),
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);
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for (const [index, view] of views.entries()) {
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assert.deepEqual(view.victoryProgress, views[0].victoryProgress);
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for (const p of view.players) {
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if (p.id === f.auths[index].playerId) {
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assert.deepEqual(p.hand, player(g, p.id).hand);
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assert.deepEqual(p.prediction, player(g, p.id).prediction);
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} else {
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assert.equal('hand' in p, false);
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assert.equal('prediction' in p, false);
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assert.equal('traitors' in p, false);
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}
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}
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assert.ok(view.victoryProgress.every((row) => !('prediction' in row)));
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}
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return views;
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}
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void test('joint-three final readiness survives reload and concurrent CAS exactly once in Basic and Advanced', async () => {
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for (const advanced of [false, true]) {
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const f = await fixture(advanced);
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try {
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const other = await f.rooms.createRoom(
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'Unrelated human',
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'guild',
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false,
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[],
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);
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const untouched = await f.rooms.readRoom(other.view.code);
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const before = await prepareFinalReady(f);
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if (advanced) assert.equal(before.strongholdCards!.claimedTurn, 0);
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let release!: () => void;
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let arrivals = 0;
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const barrier = new Promise<void>((resolve) => {
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release = resolve;
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});
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f.writes.length = 0;
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f.hooks.beforeWrite = async () => {
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if (++arrivals === 2) release();
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await barrier;
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};
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const auth = f.auths[3];
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const outcomes = await Promise.allSettled([
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f.rooms.act(f.code, auth, before.version, { type: 'ready' }, clock),
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f.restart().act(f.code, auth, before.version, { type: 'ready' }, clock),
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]);
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delete f.hooks.beforeWrite;
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assert.equal(outcomes.filter((r) => r.status === 'fulfilled').length, 1);
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assert.equal(outcomes.filter((r) => r.status === 'rejected').length, 1);
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assert.deepEqual(
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f.writes.map((w) => w.changes).sort((a, b) => a - b),
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[0, 1],
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);
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const done = await refresh(f);
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assert.equal(done.version, before.version + 1);
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assert.equal(done.status, 'finished');
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assert.equal(done.phase, 8);
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assert.deepEqual(
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done.winner,
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f.auths.slice(0, 2).map((a) => a.playerId),
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);
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assert.equal(
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done.log.filter((e) => e.text.includes('won the game')).length,
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1,
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);
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assert.match(
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done.log.find((e) => e.text.includes('won the game'))!.text,
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/Ecaz Occupy/,
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);
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if (advanced) {
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assert.equal(done.strongholdCards!.claimedTurn, done.turn);
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for (const id of ['arrakeen', 'carthag', 'sietch_tabr'] as const)
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assert.equal(done.strongholdCards!.owners[id], f.auths[0].playerId);
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assert.equal(done.strongholdCards!.owners.tueks_sietch, null);
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}
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conserved(done);
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await assertPrivateViews(f, done);
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assert.deepEqual(engine.normalizeAutomaticGame(clone(done)), clone(done));
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f.writes.length = 0;
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await assert.rejects(() =>
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f.rooms.act(f.code, auth, before.version, { type: 'ready' }, clock),
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);
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await assert.rejects(() =>
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f.rooms.act(f.code, auth, done.version, { type: 'ready' }, clock),
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);
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assert.deepEqual(f.writes, []);
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assert.deepEqual(await refresh(f), done);
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assert.deepEqual(await f.rooms.readRoom(other.view.code), untouched);
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} finally {
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f.sqlite.close();
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}
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}
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});
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void test('authenticated rival progress is prediction-independent and a correct secret prediction still overrides the joint win', async () => {
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const f = await fixture();
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try {
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const before = await prepareFinalReady(f);
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const originalViews = await assertPrivateViews(f, before);
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const variant = clone(before);
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variant.players[3].prediction = { faction: 'ecaz', turn: 2 };
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f.save(variant);
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await refresh(f);
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const changedViews = await assertPrivateViews(f, variant);
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for (let index = 0; index < 3; index++)
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assert.deepEqual(changedViews[index], originalViews[index]);
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assert.notDeepEqual(
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changedViews[3].players[3].prediction,
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originalViews[3].players[3].prediction,
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);
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await assert.rejects(() =>
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f.rooms.readSeatView(f.code, {
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...f.auths[3],
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tokenHash: f.auths[2].tokenHash,
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}),
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);
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await f.rooms.act(
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f.code,
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f.auths[3],
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variant.version,
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{ type: 'ready' },
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clock,
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);
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const done = await refresh(f);
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assert.equal(done.status, 'finished');
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assert.deepEqual(done.winner, [f.auths[3].playerId]);
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const finalViews = await assertPrivateViews(f, done);
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assert.deepEqual(
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finalViews[2].victoryProgress,
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originalViews[2].victoryProgress,
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);
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assert.equal(done.strongholdCards!.owners.arrakeen, f.auths[0].playerId);
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assert.equal(done.strongholdCards!.claimedTurn, 2);
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conserved(done);
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} finally {
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f.sqlite.close();
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}
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});
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void test('three union strongholds with only two cooccupied persist into Mentat without a premature victory', async () => {
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const f = await fixture(true, false);
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try {
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const before = await prepareFinalReady(f);
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await f.rooms.act(
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f.code,
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f.auths[3],
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before.version,
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{ type: 'ready' },
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clock,
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);
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const after = await refresh(f);
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assert.equal(after.phase, 8);
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assert.equal(after.status, 'playing');
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assert.deepEqual(after.winner, []);
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assert.equal(
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after.log.filter((e) => e.text.includes('won the game')).length,
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0,
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);
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assert.equal(after.strongholdCards!.claimedTurn, 0);
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const views = await assertPrivateViews(f, after);
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const row = views[0].victoryProgress.find(
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(r) => r.player === f.auths[0].playerId,
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)!;
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assert.equal(row.strongholds.length, 3);
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assert.equal(row.jointlyOccupied.length, 2);
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assert.equal(row.qualifies, false);
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f.writes.length = 0;
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await assert.rejects(() =>
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f.rooms.act(f.code, f.auths[3], before.version, { type: 'ready' }, clock),
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);
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assert.deepEqual(f.writes, []);
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assert.deepEqual(await refresh(f), after);
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conserved(after);
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} finally {
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f.sqlite.close();
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}
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});
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